Problem with Missionloading from a dedicated server
by Qbound · in Torque 3D Professional · 06/20/2009 (3:47 am) · 5 replies
Hi,
i have a little problem with my missionloading from a dedicated server.
When i create a brand new project and i copy 1 new model in the art directory and create a new terrainfile and digging a little with the tools around an place the new model, then i get an error while loading the mission over the network.
The error is (Invalid packet. (failed to register ghost always)).
When i replace the model in the .mis file with a common model like rocks.dts i have no problem and i see a rock where i want to see the 1 new model.
the model is in the same directory level.
rock: art\shape\rocks\rock1.dts
house: art\shape\buildings\house.dts
the house is a normal everytime perfect displayable model from the FPSEnvironmentPackage...
cu
Oliver
i have a little problem with my missionloading from a dedicated server.
When i create a brand new project and i copy 1 new model in the art directory and create a new terrainfile and digging a little with the tools around an place the new model, then i get an error while loading the mission over the network.
The error is (Invalid packet. (failed to register ghost always)).
When i replace the model in the .mis file with a common model like rocks.dts i have no problem and i see a rock where i want to see the 1 new model.
the model is in the same directory level.
rock: art\shape\rocks\rock1.dts
house: art\shape\buildings\house.dts
the house is a normal everytime perfect displayable model from the FPSEnvironmentPackage...
cu
Oliver
#2
06/21/2009 (5:34 am)
If it fails to register a ghost, did you ensure to execute that datablock from the server side, not the client side? (or register at all and not registering in a place thats never reached in dedicated server execution)
#3
if i copy in both directories (server and client) the data and i change the missionfile through editing the server with the worldeditor i thought that the server can reach everything. And the directories as i told are absolutly the same!
the loading process is canceled from the gameconnection.
---
TSStatic::onAdd() - Shape creation failed!
Connection error: Invalid packet. (failed to register ghost always).
---
cu
Oliver
06/21/2009 (5:58 am)
thanx for your reply Marc :)if i copy in both directories (server and client) the data and i change the missionfile through editing the server with the worldeditor i thought that the server can reach everything. And the directories as i told are absolutly the same!
the loading process is canceled from the gameconnection.
---
TSStatic::onAdd() - Shape creation failed!
Connection error: Invalid packet. (failed to register ghost always).
---
cu
Oliver
#4
the 'problem' is, that some models have unused material defines in their model file. like the DockLrg01.dts (FPS Environment Pack from the GGStore)
It has 2 times of one texture, 1 is only necessary and 10 unassigned materials named 'unnamed'.
So only copy a texture and name it 'unnamed' and it works like a charm :)
But there are a lot more models out there in the packages which also have more then the used materials defined, so that is a big issue imho that the client will not load the files.
My be if in a big compay where a paid artist is working who has designrules you wont meet this issue. But me a hobby developer who buys a lot of the ready to use stuff will have it... (thanx to show tool pro for solving the problem...)
Do you think this is a bug or is it only a problem from a TorqueNewbee like me?
cu
Oliver
06/22/2009 (12:14 pm)
ok guys... i got it :)the 'problem' is, that some models have unused material defines in their model file. like the DockLrg01.dts (FPS Environment Pack from the GGStore)
It has 2 times of one texture, 1 is only necessary and 10 unassigned materials named 'unnamed'.
So only copy a texture and name it 'unnamed' and it works like a charm :)
But there are a lot more models out there in the packages which also have more then the used materials defined, so that is a big issue imho that the client will not load the files.
My be if in a big compay where a paid artist is working who has designrules you wont meet this issue. But me a hobby developer who buys a lot of the ready to use stuff will have it... (thanx to show tool pro for solving the problem...)
Do you think this is a bug or is it only a problem from a TorqueNewbee like me?
cu
Oliver
#5
Is this a bug or a feature?
09/28/2009 (5:58 am)
I'm running into the same issues. It's not from a dedicated server though. Deleting all the materials.cs files inside the shapes folder SEEMED to fix it, not entire sure though. Just tried deleting all the *.cached.dts files and just spreading the .dae files to the other computer.. I'm thinking that the cached files are giving problems, although it seems illogical.Is this a bug or a feature?
Torque 3D Owner Qbound
if i rename it to rock1.dts it is still the same error.
I examined the model in the ShowToolPro. but i did not found a mystery strange thing like a dead directory path or something like that...
then i tried a another model... same problem.
hmmm... a level full of rocks...
... i think i have to code boulderdash :(
cu
Oliver